ᛞᚱᚨᚢᚷᚱ
“Waff” (Yorkshire); “swarth” (Cumberland). Perhaps the most encountered undead in the British Isles before the Viking Invasion, the fetch is a ghostly figure, exactly like a specific living person in appearance, who presages death to that person. When one sees a fetch, the person they represent will almost always die within 24 hours. The death rarely comes at the hands of the fetch itself; the fetch appears as a warning, nothing more. Those who attempt to interfere with the fetch usually regret it.
Medium undead, orderly
Armor Class 13
Hit Points 68 (9d8+27)
Speed 0, fly 60 ft
Str 6 (-2) Dex 16 (+3) Con 16 (+3)
Int 12 (+1) Wis 14 (+2) Cha 16 (+3)
Saving Throws CHA +6
Condition Immunities bleeding, charmed, distracted, dreamy, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, weakened, woozy
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered; necrotic, poison
Senses darkvision 60 ft, passive Perception 12
Languages Old English
Reaction to fear and sorrow for the dead man or woman, once the NPC realizes the fetch is a wraith
Challenge 5 (1,800 XP)
Incorporeal Movement. The fetch can move through other objects and creatures as if they were difficult terrain. It takes 6 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the fetch rolls with disadvantage on attack rolls, as well as on Perception checks that rely on sight.
ACTIONS
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 18 (4d8) necrotic damage. The target must succeed at a DC 14 CON saving throw. On a failure, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit points to 0.
Malicious Environment (recharge 6). The area in a 30 ft-radius around the fetch momentarily becomes a necrotic trap. All creatures within the area must make a DC 14 CON saving throw or take 11 (3d6) necrotic damage and gain the slowed condition (save ends).
MOTIVES
A fetch is malicious and wants to cause the death of the person it presents itself to. Beyond that, who knows?
ALLIES
The fetch usually appears alone; when it has company, its allies are other undead creatures.